Patrick's Simulation Realities

#008 / Clem / Operation Overlord

51 min · 7. jan. 2026
episode #008 / Clem / Operation Overlord cover

Description

In this conversation, Patrick interviews Clem, a game designer known for his work on board games, particularly the Heroes of Normandy series. Clem shares his journey into game design, starting from childhood creations to professional projects. He discusses the evolution of Heroes of Normandy, the importance of storytelling in games, and the mechanics behind his new project, Operation Overlord. The conversation also touches on playtesting, game structure, and the impact of terrain on gameplay, concluding with Clem's thoughts on future projects and inspirations.

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9 episodes

episode #009 / Paul Hederer / 1916 - Prelude to Blitzkrieg artwork

#009 / Paul Hederer / 1916 - Prelude to Blitzkrieg

In this episode, we sit down with Paul Hederer to talk about the long road from lifelong wargamer to published designer. Paul shares his background—from growing up in the U.S. and serving in the Air Force to building a life in Switzerland—along with how his professional work in leadership and communications coaching intersects with the way he thinks about clarity, structure, and decision-making in game design. The main focus is Paul’s ambitious WWI project: an operational-level game covering the full Romanian Campaign of 1916 (August 27 through the stabilization of the front in Moldova by late December). We discuss why this theater is uniquely complex, how research in archives (including Freiburg and Russian sources) shaped the order of battle, and what makes the campaign such a rare “multiple offensives on all sides” narrative—Romanians, Bulgarians under Mackensen, Russians, and the Central Powers counter-offensive across a huge front. Paul also explains why he transitioned the design framework from Michael Resch’s lineage (Twilight in the East / Offensive à l’Outrance) toward the “Nach Paris” family, what that changes in accessibility and procedures, and which elements had to be adapted for 1916 realities: flexible command structures, multinational formations, supply constraints, and differences in rail and terrain. Finally, we touch on AI as a practical designer tool—especially NotebookLM—for research verification and rules consistency checks, and Paul gives an update on playtesting, map and rules streamlining, and what’s next for the project (including future ideas like a Brusilov Offensive game). If you enjoy deep dives into operational wargame design, historical research, and the behind-the-scenes process of turning a decade-long passion project into a playable system, this one is for you.

15. jan. 20261 h 2 min